Created
October 3, 2017 17:53
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orbit controls for Unity, modified to only work during mouse interaction
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using UnityEngine; | |
using System.Collections; | |
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")] | |
public class MouseOrbit : MonoBehaviour { | |
public Transform target; | |
public float distance = 5.0f; | |
public float xSpeed = 120.0f; | |
public float ySpeed = 120.0f; | |
public float yMinLimit = -20f; | |
public float yMaxLimit = 80f; | |
public float distanceMin = .5f; | |
public float distanceMax = 15f; | |
private Rigidbody rigidbody; | |
float x = 0.0f; | |
float y = 0.0f; | |
// Use this for initialization | |
void Start () | |
{ | |
Vector3 angles = transform.eulerAngles; | |
x = angles.y; | |
y = angles.x; | |
rigidbody = GetComponent<Rigidbody>(); | |
// Make the rigid body not change rotation | |
if (rigidbody != null) | |
{ | |
rigidbody.freezeRotation = true; | |
} | |
} | |
void LateUpdate () | |
{ | |
if (target && (Input.GetButton("Fire1") || Input.mouseScrollDelta.y != 0)) | |
{ | |
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f; | |
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; | |
y = ClampAngle(y, yMinLimit, yMaxLimit); | |
Quaternion rotation = Quaternion.Euler(y, x, 0); | |
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax); | |
RaycastHit hit; | |
if (Physics.Linecast (target.position, transform.position, out hit)) | |
{ | |
distance -= hit.distance; | |
} | |
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance); | |
Vector3 position = rotation * negDistance + target.position; | |
transform.rotation = rotation; | |
transform.position = position; | |
} | |
} | |
public static float ClampAngle(float angle, float min, float max) | |
{ | |
if (angle < -360F) | |
angle += 360F; | |
if (angle > 360F) | |
angle -= 360F; | |
return Mathf.Clamp(angle, min, max); | |
} | |
} |
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